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Advanced Squad Leader

#243BGG ↗

1985 · 2-2 players · 480min · weight 4.74 · 3,949 ratings

v2 v3

BGG raw

ID
243
Name
Advanced Squad Leader
Year
1985
Rank
253
Min players
2
Max players
2
Playing time
480
Min playtime
120
Max playtime
480
Avg weight
4.7418
Num weights
759
Bayes avg
6.93748
Average
8.0124
Users rated
3949
Num owned
6635
Wanting
125
Wishing
1031
Num comments
1597
Fetched at
Sat Apr 25 2026 16:15:40 GMT+0000 (Coordinated Universal Time)
Mechanisms (14)
Critical Hits and FailuresDice RollingGrid MovementHexagon GridInterruptsLine of SightModular BoardMovement PointsRatio / Combat Results TableScenario / Mission / Campaign GameSecret Unit DeploymentSimulationVariable Player PowersVariable Set-up
Categories (2)
WargameWorld War II
Description (2300 chars)

Advanced Squad Leader is the completely reorganized and re-designed version of the original Squad Leader system. This three-ring binder is the basic rules for the entire system and provides the ultimate combination of playability and detail. Full-color charts and pictures make this the most readable of rulebooks - and it includes a full-service index as well for quick reference. And ASL is more than "squads"; the system includes the rules for everything from machine guns to bazookas, tanks and ordnance weapons, paratrooper drops, glider landings and beach assaults. And much more. This set of rules is constantly kept up to date by expansions included with the modules. ASL goals are scenario-defined and vary from tasks such as exiting troops off of one edge of the board, to inflicting a certain number of casualty points on the opposing force, to capturing a certain number of goal-buildings or areas. This is just the rulebook. To start playing the game the newcomer must get, at least, the Beyond Valor: ASL Module 1. There are a great many ASL Modules available. "Core Modules" provide additional rules, units from different nationalities, and additional geomorphic mapboards. "Historical Modules" provide campaign games simulating multi-day battles using actual historical maps rather than geomorphic mapboards, including additional rules, counters and paper maps. Many modules have dependencies on earlier modules. Rulebook contents: Introduction Chapters A, B, C, D, H (Design Your Own, German & Russian vehicle notes only), J [1st edition] Chapters A, B, C, D, E, H (Design Your Own, German & Russian vehicle notes only), J, K [2nd edition] Index & Glossary 1st edition additional changes/chapters: chapter E in Yanks: ASL Module 3 chapter F in West of Alamein: ASL Module 5 chapter G in Code of Bushido: ASL Module 8 / Gung Ho!: ASL Module 9 chapter K in Paratrooper: ASL Module 2 8 revised RuleBook pages [A 17-18/A 29-30/B 31-32/F 1-2 all marked "92"] in Croix de Guerre: ASL Module 10 2nd edition additional chapters: chapter F in Hollow Legions: ASL Module 7a chapter G in Rising Sun: ASL Module 13 (Note: this is a description of the ASL rulebook which is published separately. For the ASL family, check Game wiki.)

LLM v2 (wide)

Core verb
move and resolve fire
Decision shape
mixed:spatial+probabilistic
Reward schedule
delayed
Aesthetics
["Challenge", "Submission", "Narrative"]
Core loop pitch
Move squads across hex terrain, declare fire, roll on the CRT, manage morale and line of sight.
Translation difficulty
Hard
Difficulty reason
Rules complexity is legendary; the audience is grognards and the binder system fights any UI. No publisher has attempted a digital ASL.
Direct digital port
Port kind
Closest loop translation
none yet
Primitive tags
["hex_line_of_sight", "combat_results_table_lookup", "morale_pinning_state", "opportunity_fire_interrupt", "scenario_modular_setup"]
Confidence
0.6
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (897 chars)
{
  "game_id": 243,
  "name": "Advanced Squad Leader",
  "core_verb": "move and resolve fire",
  "decision_shape": "mixed:spatial+probabilistic",
  "aesthetics": [
    "Challenge",
    "Submission",
    "Narrative"
  ],
  "reward_schedule": "delayed",
  "core_loop_pitch": "Move squads across hex terrain, declare fire, roll on the CRT, manage morale and line of sight.",
  "mobile_translation_difficulty": "Hard",
  "translation_difficulty_reason": "Rules complexity is legendary; the audience is grognards and the binder system fights any UI. No publisher has attempted a digital ASL.",
  "direct_digital_port": null,
  "direct_digital_port_kind": null,
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "hex_line_of_sight",
    "combat_results_table_lookup",
    "morale_pinning_state",
    "opportunity_fire_interrupt",
    "scenario_modular_setup"
  ],
  "confidence": 0.6
}

LLM v3 (deep)

Not yet enriched at v3 (deep pass).